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Digital Health and Gamification
How Technology and Gamification can support Physical and
Mental Well-Being in the Ageing Society
Nanjing
June 2016
Topics
 Background and Introduction – the Ageing Society
 The Challenge of Lifestyle Related Conditions
 Gamification theory and practice
 Digital Health and Gamification in Practice
 Practical Case Studies
 Project Results
 Conclusions
 Acknowledgements
The Ageing Society
The Ageing Society and Health
The Message
Lifestyle Related Conditions are the most important
cause of premature death and actions which
influence healthy lifestyles should be adopted as
early as possible in your life
The Transition from Cure to Prevention
It’s quite clear that the best chance we have for
increasing our life spans and overall improving
our health is to adjust our personal behaviours
and to do so at an early age.
6
The Challenge of Lifestyle Related Conditions
One of the consequences of a
convenient and easy access to
our daily wants and needs is a
decline in the physical and
mental challenges necessary
for our lifelong development
and health maintenance.
It is difficult to influence lifestyle behaviours when the
consequences of poor lifestyle choices are not immediately
reflected in your perceived health condition
What can be Done ?
The consequences of a failure to address these challenges are unthinkable…..
Gamification and Digital Health
Leveraging Disruptive Technology to Address Global Challenges
Digital Health
Internet of Things & Sensors
Biosensor technologies, Cloud computing, big data analytics,
data visualisation and mobile apps will transform personal health management
Gamification Theory and Practice
 The application of game psychologies
and mechanics within non-game
sectors
 Engagement, motivation, skill
development, understanding,
influencing behaviour
 Measurement and feedback
 Competition, team working, social
connections and Community building
 Self-efficacy is critical to health
behaviours
 User-centred design
Digital Health and Gamification in Practice
 Wearable technologies personal case study
 CliniTouch System for Chronic Conditions
 Buddy Band and SPORTIVATE Walk around the World
 Rehab@Home for rehabilitation and patient monitoring
 DOREMI for developing healthy active ageing
 PEGASO influencing healthy lifestyles in teenagers
Personal Case Study
An Approach for Better Personal Health
Gamification Digital Health Technologies
SPORTIVATE
Walk Around the World
Clinitouch
Management of Chronic Conditions from Home
Significant reduction in hospital admissions for COPD Trial
The number of admissions decreased from 3.13 to 1.02 admissions per patient over the 12-month period (p < 0.001).
The overall net saving to the LC CCG over the 12-month period was £117 550.
Rehab@Home Project
 Rehabilitation exercises after stroke or
physical injury
 Uses Microsoft Kinect to provide customised
exercises
 Feedback to both patient and medical
practitioner
 Avoids travel and expensive use of facilities
 Personalised exercise routines
 Win-win scenario
DOREMI Project
 Promotes physical and cognitive wellbeing
and independence
 Focus on physical activity, good diet, social
support and mental stimulation
 Range of applications on tablet computers
with mental and physical exercise
 Provides valuable feedback data to clinicians
and carers
 Gamification provides both mental
stimulation and motivation for physical
activity
http://www.doremi-fp7.eu/
Pegaso Project
 Targets obesity in young people
 Encourages healthy eating and exercise
 Uses a pervasive game developed by
Imaginary
 Combines wearable sensors, food diaries,
companion messaging and gamification
strategies
 Game mechanics co-designed with teenage
focus groups – “Zombies Attack Game”
 Short-term intervention leading to long-term
lifestyle changes
http://www.pegasof4f.eu/
Project Results
 CliniTouch
– The number of admissions decreased from 3.13 to 1.02 admissions per patient over the
12-month period (p < 0.001). The overall net saving to the LC CCG over the 12-month
period was £117 550.
– Patient feedback suggested patients were more knowledgeable about their condition,
more confident in managing it and motivated to change behaviour in a positive direction
as a result of being involved in the intervention.
 Rehab@Home
– 15 patients ( 5 post-stroke and 10 multiple sclerosis)
– Improvements in exercise tolerance and fine use of hand
– Positive feedback from participants
 Pegaso
– 28 Adolescents (10 Italian and 18 Spanish)
– Preference for reward system for good behaviour
– Differences in cultural preferences for game mechanics
 DOREMI
– 8 Focus groups (4 in Italy, 4 in UK)
– Normal or mild cognitive impairment, 4-8 people per group, aged 65-80
– Iterative user-centred design proved most effective
– Important to consider age-related visual decline and manual dexterity
– 3 key principles (meaning to participants, mastery for game flow and autonomy)
Conclusions
 Common themes of Gamification and Consumer Digital Health Technologies
 Reduction in hospitalisation and clinician workload
 Potential to protect healthcare provision for future generations
 Use of Key Digital Health Performance Indicators and Game Psychology
 Pegaso emphasises exercise and eating behaviour in adolescents critical for
avoiding health challenges in later life
 Rehab@Home illustrates the potential of consumer games technologies for
patient and clinician empowerment and collaboration
 DOREMI shows that older people will accept appropriate games that can
reduce the burden of cognitive and physical decline
 Medical professionals should play a key role in emerging health ecosystems that
build win-win relationships with all sectors of society to prevent the potential
melt-down of public health services arising from lifestyle related medical
challenges
Acknowledgements
This work has been supported by the European Commission under the collaborative projects
Rehab@Home, DOREMI and PEGASO all funded by the European Commission under the
Seventh Framework Programme
Contacts
imaginary_italy
www.i-maginary.it
imaginarysrl
Piazza Caiazzo,3
20124 Milano
PH. +39 02 89458.576
FAX +39 02 89458.695 david.wortley@i-maginary.it
Example Videos on Youtube
RehAbility
Pegaso
DOREMI
Smart Hospital
Gear-Up Game

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Digital Health and Gamification

  • 1. Digital Health and Gamification How Technology and Gamification can support Physical and Mental Well-Being in the Ageing Society Nanjing June 2016
  • 2. Topics  Background and Introduction – the Ageing Society  The Challenge of Lifestyle Related Conditions  Gamification theory and practice  Digital Health and Gamification in Practice  Practical Case Studies  Project Results  Conclusions  Acknowledgements
  • 4. The Ageing Society and Health
  • 5. The Message Lifestyle Related Conditions are the most important cause of premature death and actions which influence healthy lifestyles should be adopted as early as possible in your life
  • 6. The Transition from Cure to Prevention It’s quite clear that the best chance we have for increasing our life spans and overall improving our health is to adjust our personal behaviours and to do so at an early age. 6
  • 7. The Challenge of Lifestyle Related Conditions One of the consequences of a convenient and easy access to our daily wants and needs is a decline in the physical and mental challenges necessary for our lifelong development and health maintenance. It is difficult to influence lifestyle behaviours when the consequences of poor lifestyle choices are not immediately reflected in your perceived health condition
  • 8. What can be Done ? The consequences of a failure to address these challenges are unthinkable…..
  • 9. Gamification and Digital Health Leveraging Disruptive Technology to Address Global Challenges
  • 10. Digital Health Internet of Things & Sensors Biosensor technologies, Cloud computing, big data analytics, data visualisation and mobile apps will transform personal health management
  • 11. Gamification Theory and Practice  The application of game psychologies and mechanics within non-game sectors  Engagement, motivation, skill development, understanding, influencing behaviour  Measurement and feedback  Competition, team working, social connections and Community building  Self-efficacy is critical to health behaviours  User-centred design
  • 12. Digital Health and Gamification in Practice  Wearable technologies personal case study  CliniTouch System for Chronic Conditions  Buddy Band and SPORTIVATE Walk around the World  Rehab@Home for rehabilitation and patient monitoring  DOREMI for developing healthy active ageing  PEGASO influencing healthy lifestyles in teenagers
  • 14. An Approach for Better Personal Health Gamification Digital Health Technologies
  • 16. Clinitouch Management of Chronic Conditions from Home Significant reduction in hospital admissions for COPD Trial The number of admissions decreased from 3.13 to 1.02 admissions per patient over the 12-month period (p < 0.001). The overall net saving to the LC CCG over the 12-month period was £117 550.
  • 17. Rehab@Home Project  Rehabilitation exercises after stroke or physical injury  Uses Microsoft Kinect to provide customised exercises  Feedback to both patient and medical practitioner  Avoids travel and expensive use of facilities  Personalised exercise routines  Win-win scenario
  • 18. DOREMI Project  Promotes physical and cognitive wellbeing and independence  Focus on physical activity, good diet, social support and mental stimulation  Range of applications on tablet computers with mental and physical exercise  Provides valuable feedback data to clinicians and carers  Gamification provides both mental stimulation and motivation for physical activity http://www.doremi-fp7.eu/
  • 19. Pegaso Project  Targets obesity in young people  Encourages healthy eating and exercise  Uses a pervasive game developed by Imaginary  Combines wearable sensors, food diaries, companion messaging and gamification strategies  Game mechanics co-designed with teenage focus groups – “Zombies Attack Game”  Short-term intervention leading to long-term lifestyle changes http://www.pegasof4f.eu/
  • 20. Project Results  CliniTouch – The number of admissions decreased from 3.13 to 1.02 admissions per patient over the 12-month period (p < 0.001). The overall net saving to the LC CCG over the 12-month period was £117 550. – Patient feedback suggested patients were more knowledgeable about their condition, more confident in managing it and motivated to change behaviour in a positive direction as a result of being involved in the intervention.  Rehab@Home – 15 patients ( 5 post-stroke and 10 multiple sclerosis) – Improvements in exercise tolerance and fine use of hand – Positive feedback from participants  Pegaso – 28 Adolescents (10 Italian and 18 Spanish) – Preference for reward system for good behaviour – Differences in cultural preferences for game mechanics  DOREMI – 8 Focus groups (4 in Italy, 4 in UK) – Normal or mild cognitive impairment, 4-8 people per group, aged 65-80 – Iterative user-centred design proved most effective – Important to consider age-related visual decline and manual dexterity – 3 key principles (meaning to participants, mastery for game flow and autonomy)
  • 21. Conclusions  Common themes of Gamification and Consumer Digital Health Technologies  Reduction in hospitalisation and clinician workload  Potential to protect healthcare provision for future generations  Use of Key Digital Health Performance Indicators and Game Psychology  Pegaso emphasises exercise and eating behaviour in adolescents critical for avoiding health challenges in later life  Rehab@Home illustrates the potential of consumer games technologies for patient and clinician empowerment and collaboration  DOREMI shows that older people will accept appropriate games that can reduce the burden of cognitive and physical decline  Medical professionals should play a key role in emerging health ecosystems that build win-win relationships with all sectors of society to prevent the potential melt-down of public health services arising from lifestyle related medical challenges
  • 22. Acknowledgements This work has been supported by the European Commission under the collaborative projects Rehab@Home, DOREMI and PEGASO all funded by the European Commission under the Seventh Framework Programme
  • 23. Contacts imaginary_italy www.i-maginary.it imaginarysrl Piazza Caiazzo,3 20124 Milano PH. +39 02 89458.576 FAX +39 02 89458.695 david.wortley@i-maginary.it
  • 24. Example Videos on Youtube